78 lines
2.0 KiB
GDScript
78 lines
2.0 KiB
GDScript
extends Node
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class_name GameRoot
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signal load_map(name: String, is_server: bool)
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# -- config from args
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var config_file: String = ""
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const MAIN_MENU_SCENE := "res://scenes/menus/main/main_menu.tscn"
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@onready var level_root: Node3D = $LevelRoot
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func _parse_args() -> void:
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var args := Array(OS.get_cmdline_args())
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var config_arg: String = "--config"
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if args.has(config_arg):
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var index := args.find(config_arg)
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config_file = args[index + 1]
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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_parse_args()
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if OS.has_feature("dedicated_server") or DisplayServer.get_name() == "headless":
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var err := _start_dedicated_server()
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if err != OK:
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logger.error("couldn't start the server, err is " + str(err))
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else:
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var err := _start_game()
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if err != OK:
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logger.error("couldn't start the game, err is " + str(err))
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func _start_dedicated_server() -> Error:
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if config_file != "":
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logger.info("reading config from the file: " + config_file)
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logger.info("starting in the dedicated server mode")
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return OK
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func _start_game() -> Error:
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logger.info("starting in the game mode")
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if not ResourceLoader.exists(MAIN_MENU_SCENE):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(MAIN_MENU_SCENE)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: MainMenu = scene.instantiate()
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add_child(node)
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return OK
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _on_load_map(map_name: String) -> void:
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var path_tmpl := "res://scenes/maps/maps/%s"
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var path := path_tmpl % map_name
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if not ResourceLoader.exists(path):
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logger.error("map " + map_name + " doesn't exist")
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var scene: PackedScene = ResourceLoader.load(path)
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if scene.can_instantiate():
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var node: Node3D = scene.instantiate()
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logger.info("loading map: " + map_name)
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for c in level_root.get_children():
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level_root.remove_child(c)
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c.queue_free()
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level_root.add_child(node)
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else:
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logger.error("Can't initialize")
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